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Blog Comments posted by macklebee
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LE2:
COLLISION_NONE=0 COLLISION_PROP=1 COLLISION_SCENE=2 COLLISION_CHARACTER=3 COLLISION_TRIGGER=4 COLLISION_AILINEOFSIGHT=5
ok understand about debris... but does that mean we can expect breakable objects inherent within LE? As for the PROP, isn't it missing a collision response for scene and other props?
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what would you consider the difference between a PROP and DEBRIS?
in LE2.X, a PROP is anything basically other than a scene or character and would collide with a scene or character or another prop... here you are showing the default for a PROP only collides with a character but not a scene or prop? Has DEBRIS replaced PROP? but yet DEBRIS will not collide with other DEBRIS?
ugh... you changed the constant values... thats going to get me a couple of times in the future i just know it!
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what are your plans with terrain? will you be able to create the navmeshes with the terrain you have in mind or will this only work on models? Also, do you have a way to 'stitch' sections of navmeshes together? or is it just created at a press of a button based on certain user selected criteria? What are the parameters that we will have control over? stepheight, slope?
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Submeshes refers to having multiple meshes in one model - mesh hierarchy. The old windmill that came with the original 2.3 SDK is an example of this as well as the monstertruck and the viperscout that currently comes with the SDK. It allows you to create a complex model inside your modelling app and then obtain access to the separate meshes via FindChild()... like the blades in the windmill which lets you rotate them separate from the rest of the model or find the tire location of the monstertruck so you can easily attach physics tires.
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nice MG
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nice looking gui... looking forward to seeing more screenshots as you progress with it.
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The A* script that MG created is fantastic and much needed considering the lack of pathfinding solutions available in lua inherently.
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how do multiple functions from different scripts work with each other? like if you attached the animation script and the mover script together on one object, how would you differentiate between the two Pause functions? this seems alot more complicated than to just create one script which handles what you need....
and shouldn't that animation script be using actor:Draw() instead of Update()?
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huh? i thought LE's lua was luaJIT as of 2.41?
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its an inherent command in LE just not documented anywhere and I assume not exposed to anything other than bmax and lua.
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yes, very nice.
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looks great Gandi... i was wondering where you had disappeared to and was doing... very cool.
concerning the decal script, you may want to be aware of this bug in LE2.43:
http://www.leadwerks.com/werkspace/tracker/issue-187-terrain-resolutionmeterspertile-not-working/
I found that due to your decal script. So maybe set the values by selecting as a property dialog in the script?
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wow that looks very nice Flexman...
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I cannot take credit for the billboard shader - it was originally in the one of the old mesh.vert files from LE 2.2x. I had originally stated that in my first post but forgot to mention it in the copied version after the previous data loss. But I am glad the post had helped out in any case. BTW, we can't see the images of the results here.
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Leadwerks Engine 2.43 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
wrong renderer.bmx file released btw... and the corona's AABB is still referencing the origin
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Leadwerks Engine 2.43 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
excellent.
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Leadwerks Engine 2.43 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Does the 'improved raycast performance' refer to loading the raycast structure when the model is first loaded to prevent the stutter caused by first raycast?
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I want people to know how to use the interface immediately.
so youre not going the blender route? ah thats too bad... was looking forward to having to watch a video tutorial just to learn how to move the camera or to do anything else that's inherently simple in any other interface...
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sent you a PM
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i didnt understand any of that... but i am still fascinated by it...
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nope... still an issue.. bug report is going on a month with not even a confirmation come next week...
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what about coronas? I was under the impression you used a lot of coronas on the lights for your helicopters and other objects? Corona issue
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thats fantastic news... i guess i misunderstood something at one point and thought that the modules were being taken away... great news!
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There will be a BlitzMax module because I need one to write the editor. I have a BMX module for Newton that loads the DLL.
but will all the modules be available to us? All of them like what we currently have now?
Happy Christmas and Happy New Year Everyone.
in Marleys Ghost's Blog
A blog by Marleys Ghost in General
Posted